Not Rendering keyframe animation on Actor Hidden in Game/Visibilty checkbox track in Sequencer

To be clear I’ve been having workflow difficulties the entire time on this project and I know my methodology has room for improvement. I tired this with key shot but could not animate layer visibility and hit a dead end. I’ve come to ue4 for more controls.

I build a structure using parametric inputs in grasshopper/rhino and exported 30 instances of its form. imported the 30 .fbx, each contains 35 objects, grouped each of the 30 forms and than set each one to track actor hidden in game in sequencer. Each form for one frame respectively. This results in a 2 second loop of each form appearing for 1 frame from 1-30 then 30-1. Great this works when I press play in cinematic view port.

When I tell it to render my movie out I get all 30 forms standing there idle, no toggling on and off of the group visibility, no implied motion.

What am I missing.

Also yes I do wish I had 1 instance of my grasshopper/rhino form morphing naturally using my morph parameters that I built into its design rather than 30 stills of its variety. Not sure how to get there though.

I’ve just set up the level blueprint to play my level sequence when I press play. I am still getting the same result.

perhaps if I implement Pavelioso’s suggestion it could get it to work but i would need to see the node layout. I’m not expert.

Hi, I am outside right now so I can’t really check, but a little workaround - how about creating a bool variable in a bluprint, and on event tick check this variable if it’s true or false, which would be fed to set hidden in game. Then exposing this variable to cinematics, and setting it in the sequencer timeline?

Create an actor blueprint. Put the mesh in there that you want to hide. Then create a variable “Hide” or something, set the type to bool. Below the name, set “expose to cinematics” to true. From event tick, drag out and create a Branch. Plug the variable you created to the condition. From the “true” port, drag out and create “set hidden in game” node. The same from false. Then plug in that mesh you want to be hidden to the “set hidden in game” node. Set the Boolean inside of the “set hidden” - one to true, one to false.
Place this blueprint into your level. Leave it selected, and then add this actor to your sequencer timeline. On “add track” you should see the “hide” variable. Add that in and now you should be able to trigger on and off the hiding.

I don’t have PC next to me so I am writing what I know.

Okay i can see that’s how I would build my own architecture to animate show/hide attribute which I may try, but I’m thinking I’ve missed something in the details panel either at the static mesh level or group actor level that is stopping the animation from playing out. Camera animation works fine btw.

Does it work when you just simulate? Sequencer is sometimes sketchy, once I had an animation on a wheel of a car. The rotation of the wheel just didn’t render in correct speed (it worked in simulate etc), or didn’t render at all. Therefore I had to redo the wheel animation in blueprint and use math to actually make it rotate instead of keyframes. The reason why I am saying this is that its sometimes faster to do it with a workaround then trying to figure out where is the problem. The solution above takes like 10 minutes to do.

Thanks for helping me out Pave. I’ve almost made this actor blueprint. Maybe you can help me finish it. How do i set the bool inside if the set hidden?